Games development and programming Books

512 products


  • Coding with Roblox Lua in 24 Hours

    Pearson Education (US) Coding with Roblox Lua in 24 Hours

    Book SynopsisRoblox's mission is to bring the world together through play. Roblox enables anyone to imagine, create, and have fun with friends as they explore millions of immersive 3D experiences, all built by a global community of developers. Roblox is powered by a global community of more than 2 million developers who produce their own immersive multiplayer experiences using Roblox Studio, Roblox's intuitive desktop design tool. Roblox is ranked as one of the top online entertainment platforms for audiences under the age of 18 based on average monthly visits and time spent (ComScore). Table of ContentsHour 1: Coding Your First Project Installing Roblox Studio Let's Take a Tour Opening the Output Window Writing Your First Script Error Messages Leaving Yourself Comments Hour 2: Properties and Variables Object Hierarchy Keywords Properties Finding Properties and Data Types Creating Variables Changing the Color Property Instances Hour 3: Creating and Using Functions Creating and Calling Functions Understanding Scope Using Events to Call Functions Understanding Order and Placement Hour 4: Working with Parameters and Arguments Giving Functions Information to Use Working with Multiple Parameters and Arguments Returning Values from Functions Returning Multiple Values Returning Nil Dealing with Mismatched Arguments and Parameters Working with Anonymous Functions Hour 5: Conditional Structures if/then Statements elseif Logical Operators else Hour 6: Debouncing and Debugging Don't Destroy, Debounce Figuring Out Where Things Go Wrong Hour 7: while Loops Repeat Forever, while true do Some Things to Keep in Mind while Loops and Scope Hour 8: for Loops How for Loops Work Nested Loops Breaking Out of Loops Hour 9: Working with Arrays What Are Arrays? Adding Items Later Getting Information from a Specific Index Printing an Entire List with ipairs() Folders and ipairs() Finding a Value on the List and Printing the Index Removing Values from an Array Numeric for Loops and Arrays Hour 10: Working with Dictionaries Intro to Dictionaries Adding and Removing from Dictionaries Removing Key-Value Pairs Working with Dictionaries and Pairs Returning Values from Tables Hour 11: Client Versus Server Understanding the Client and the Server Working with GUIs Understanding RemoteFunctions Using RemoteFunctions Hour 12: Remote Events: One-Way Communication Remote Events: A One-Way Street Communicating from the Server to All Clients Communicating from the Client to the Server Communicating from the Server to One Client Communicating from Client to Client Hour 13: Using ModuleScripts Coding Things Just Once Placing ModuleScripts Understanding How ModuleScripts Work Naming ModuleScripts Adding Functions and Variables Understanding Scope in ModuleScripts Using Modules in Other Scripts Don't Repeat Yourself Dealing in Abstractions Hour 14: Coding in 3D World Space Understanding X, Y, and Z Coordinates Refining Placement with CFrame Coordinates Offsetting CFrames Adding Rotations to CFrames Working with Models Understanding World Coordinates and Local Object Coordinates Hour 15: Smoothly Animating Objects Understanding Tweens Setting TweenInfo Parameters Chaining Tweens Together Hour 16: Solving Problems with Algorithms Defining Algorithms Sorting an Array Sorting in Descending Order Sorting a Dictionary Sorting by Multiple Pieces of Information Hour 17: Saving Data Enabling Data Stores Creating a Data Store Using Data in the Store Limiting the Number of Calls Protecting Your Data Saving Player Data Using UpdateAsync to Update a Data Store Hour 18: Creating a Game Loop Setting Up Game Loops Working with BindableEvents Hour 19: Monetization: One-Time Purchases Adding Passes to Your Experience Configuring the Pass Prompting In-Game Purchases Hour 20: Object-Oriented Programming What Is OOP? Organizing Code and Projects Making a New Class Adding Class Properties Using Class Functions Hour 21: Inheritance Setting Up Inheritance Inheriting Properties Working with Multiple Child Classes Inheriting Functions Understanding Polymorphism Calling Parent Functions Hour 22: Raycasting Setting Up the Function to Raycast 3D Math Trick: Getting the Direction Setting Raycast Parameters 3D Math Trick: Limit Direction Hour 23: Plopping Objects in an Experience: Part 1 Setting Up the Object Creating a Plop Button Tracking Mouse Movements Previewing the Object Hour 24: Plopping Objects in an Experience: Part 2 Detecting Mouse Input Sending a Message to the Server Getting the Message Appendix A: Roblox Basics Keywords DataType Index Operators Naming Conventions Animation Easing Possible Solutions to Exercises 9780136829423 TOC 10/19/2021

    £22.09

  • Coding with Scratch - Create Awesome Platform

    In Easy Steps Limited Coding with Scratch - Create Awesome Platform

    7 in stock

    Book SynopsisCoding with Scratch Create Awesome Platform Games shows kids how to create amazing platform games with Scratch. They will learn how to: Use code to make a series of games where sprites leap from platform to platform.Design different levels, draw graphics, and make simple animations. Use variables to keep the score and to simulate gravity in games. Make code blocks and functions. Add sound to bring games to life. Starting with an introduction about how Scratch works, this book is suitable for beginners but with lots of tips, challenges, and extensions for experienced Scratch coders. To create the games in this book, children will need a desktop computer or a laptop. The games require a proper keyboard so will not work well on a tablet or iPad. It is recommended that children should be supervised when using the internet, especially when using a new website. This is the UK English edition.

    7 in stock

    £9.49

  • Roblox Game Development in 24 Hours

    Pearson Education (US) Roblox Game Development in 24 Hours

    Book SynopsisRoblox's mission is to bring the world together through play. Roblox enables anyone to imagine, create, and have fun with friends as they explore millions of immersive 3D experiences, all built by a global community of developers. Roblox is powered by a global community of over two million developers who produce their own immersive multiplayer experiences using Roblox Studio, Roblox's intuitive desktop design tool. Roblox is ranked as one of the top online entertainment platforms for audiences under the age of 18 based on average monthly visits and time spent (ComScore). For more information, visit the Roblox Amazon page.Table of ContentsHOUR 1: What Makes Roblox Special?Roblox Empowers Social ConnectivityRoblox Manages User ContentRoblox Enables Fast Prototyping and IterationConceptualize with EaseWhat’s Inside Roblox’s Engine Free, Free, FreeUnlimited PossibilitiesExpress Your Own AestheticHOUR 2: Using StudioInstalling Roblox StudioUsing Studio TemplatesWorking with the Game EditorTranslating, Scaling, and Orienting ObjectsSnappingCollisionsAnchoringSaving and Publishing Your ProjectPlaytestingHOUR 3: Building with Parts Creating a PartChanging a Part’s AppearanceCreating Decals and TexturesHOUR 4: Building with Physics Working with Attachments and ConstraintsBuilding a DoorDisabling CanCollide to Move a Player Through the DoorAdding Hinges and SpringsUsing a MotorHOUR 5: Building Terrain Using Terrain Tools to Generate LandscapesUsing the Edit TabWorking with the Region TabUsing Height Maps and Color MapsHOUR 6: Lighting Environment Properties of World LightingUsing Lighting EffectsUsing SpotLight, PointLight, and SurfaceLightHOUR 7: Atmosphere Environment Using Atmosphere PropertiesCustomizing SkyboxHOUR 8: Effects Environment Using ParticlesUsing BeamsHOUR 9: Importing Assets Inserting and Uploading Free ModelsImporting with MeshParts and Asset ManagerImporting TexturesImporting SoundsHOUR 10: Game Structure and Collaboration Adding Places in a GameCollaborating in Roblox StudioCreating and Accessing Roblox Packages in Roblox StudioHOUR 11: Lua Overview Using the Coding WorkspaceUsing Variables to Modify PropertiesAdding Comments to Your CodeUsing Functions and EventsWorking with Conditional StatementsUnderstanding Arrays and DictionariesUsing LoopsWorking with ScopeCreating Custom EventsDebugging CodeHOUR 12: Collisions, Humanoids, Score Introduction to CollisionsDetecting CollisionsIntroduction to HumanoidsHOUR 13: Interacting with GUIs Creating GUIsBasic GUI ElementsCoding Interactive GUIsTweeningLayoutsMaking a GUI CountdownHOUR 14: Coding Animation Working with Position and RotationMoving Objects Smoothly with TweenMoving an Entire ModelHOUR 15: Sounds and Music Creating a SoundtrackImporting Music and Sound AssetsCreating Ambient SoundsTriggering Sounds Using CodeGrouping SoundsHOUR 16: Using the Animation Editor Introduction to the Animation EditorCreating PosesSaving and Exporting AnimationsEasingWorking with Inverse KinematicsAnimation SettingsWorking with Animation EventsHOUR 17: Combat, Teleporting, Data Stores Introduction to ToolsTeleportationTeleportServiceUsing Persistent Data StoresData Store FunctionsProtecting and Responding to ErrorsHOUR 18: Multiplayer Code and the Client-Server Model The Client-Server ModelWhat Are RemoteFunctions and RemoteEvents?Server-Side ValidationTeamsNetwork OwnershipHOUR 19: Module Scripts Getting to Know the Module ScriptUnderstanding Client-Side Versus Server-Side Module ScriptsUsing Module Scripts: Game LoopHOUR 20: Coding Camera Movements Introduction to CamerasCoding a Camera MoveUsing the Render StepOffsetting the CameraHOUR 21: Cross-Platform Building Improving Game PerformanceImproving Your ScriptsMaking Your Game Mobile-FriendlyConsole and VRHOUR 22: Global Community Building Introduction to LocalizationGlobal CompliancePrivacy Policies: GDPR, CCPA, and YouHOUR 23: Monetization Game Passes: One-Time PurchasesSelling Your Game Pass in Game Developer Products: ConsumablesRoblox PremiumDeveloper Exchange: Earn Real Money from Your GameHOUR 24: Attracting Players Game Icons, Thumbnails, and TrailersUpdatesAdvertising and NotificationsAnalyticsAPPENDIX A: Lua Scripting References Modifying Properties That Are Data Type and EnumerationsConditional StructuresExpanding Lua KnowledgeAPPENDIX B: Properties and Functions of Humanoid 9780136829737 TOC 4/5/2021

    £25.49

  • Captain Code

    Pearson Education (US) Captain Code

    Book Synopsis Ben Forta is, first and foremost, an educator who has been teaching in some capacity since he was a teenager (many centuries ago). He is Adobe's Senior Director of Education Initiatives, and has more than three decades of experience in the technology sector in product development, support, training, and product marketing. Ben is the award-winning author of more than 40 books, some of which have been translated into 16 languages, and many of which have become college textbooks. Through his books, lectures, lessons, and videos, Ben has taught coding skills to over a million people. Ben lives in Oak Park, MI, with his wife Marcy and their children. He welcomes your emails at ben@forta.com and invites you to visit him online at http://forta.com/. Shmuel Forta is an engineer, coder, maker, tinkerer, and teacher. He is a software developer at General Motors and has years of programming experience, including both writingTrade Review" This is the book I needed that I did not know I needed. Having taught myself Python and having taught students, there are still some gaps in my knowledge that Captain Code quickly filled. The overall design of the book is wonderful and easy to read. All of the questions I have normally had when it comes to Python are answered on the pages. The code is cleanly written and the ability to scan a QR code so you can copy the code digitally is a major time-saver. What is most evident about this book is that it has been written by people that have worked with students. Too often books are written for students by people who have never taught and it never translates well on the pages. Captain Code is accessible for students and teachers and I think it is a must have for any classroom that is exploring Python. I know I will keep one at home for me and a few more in the classroom." ---Nicholas Provenzano, TheNerdyTeacher, MACUL OutstandingTechnology Using Teacher of the Year, and ISTE Outstanding Teacher of the YearTable of ContentsIntroduction xv PART I: IT'S ALL FUN AND GAMES 1 Chapter 1 Getting Started 3 Understanding Computer Programming 4 What is a computer? 4 How do we talk to computers? 5 What is Python? 8 Setting Things Up 9 Installing Python 9 Installing and Configuring Visual Studio Code 10 Creating a Work Folder 13 Writing Your First Python Program 15 Selecting Your Work Folder 16 It's Coding Time! 17 Summary 19 Chapter 2 Mad Libs 21 Understanding Functions 22 Using Variables 23 Creating a Variable 24 Using a Variable 24 Some Important Variable Rules 25 Variables, More Variables, and Even More Variables 26 Getting User Input 28 Playing Mad Libs 30 Write Your Story 30 Add Variables 30 Get User Input 32 Summary 33 Chapter 3 Roll the Dice 35 Using Libraries 36 The random Library 36 Generating Random Numbers 37 Choosing a Random Item 38 “3” Is Not 3 41 Commenting Your Code 43 One Die, Two Dice 45 Summary 49 Chapter 4 Calculate the Day 51 Working with Dates 52 The datetime Library 52 Using the datetime Class 55 Making Decisions 56 The if Statement 56 What else? 58 if Revisited 59 Testing for Other Options 61 Using in 62 Beating the Mathematician 63 Handling Numeric Inputs 63 Putting It All Together 64 An Alternate Solution 67 Summary 67 Chapter 5 Rock Paper Scissors 69 More Strings 70 Game Time 72 Handling User Input 72 The Game Code 74 One Last Tweak 76 Summary 77 Chapter 6 Secret Codes 79 Lists 80 Creating Lists 80 Accessing List Items 82 Changing List Items 83 Adding and Removing Items 84 Finding Items 85 Sorting 86 Loop-de-Loop 89 Looping Through Items 90 Looping Through Numbers 92 Nested Loops 93 Cracking the Code 95 Encrypting Characters 96 Modulus Math 97 Encryption Code 98 Decryption Code 102 Summary 104 Chapter 7 Guess the Number 105 Conditional Loops 106 Game Time 111 The Basic Game 111 Putting It All Together 116 Summary 120 Chapter 8 Becoming a Coder 121 How Coders Code 122 Have a Plan 122 Think Small 123 Game Components 124 Restricting User Input 125 Storing User Guesses 128 Displaying Lists 129 Masking Characters 131 Summary 136 Chapter 9 Hangman 137 Game Time 138 So How Does It Work? 141 Summary 148 Chapter 10 Keep Going 149 Birthday Countdown 150 Program Requirements 150 Program Flow 150 Some Tips 151 Tip Calculator 152 Program Requirements 152 Program Flow 153 Some Tips (Pun Intended) 153 Password Generator 154 Program Requirements 154 Program Flow 155 Some Tips 155 Summary 159 PART II: ON AN ADVENTURE 161 Chapter 11 Getting Func-ky 163 Functions Revisited 164 Creating a Function 165 Passing Arguments 167 Returning Values 171 Summary 175 Chapter 12 Exploring 177 Game Concept 178 Game Structure 179 Prompting for Options 181 Processing Options 182 Create a Work Folder 183 Game Time 184 Test It 189 Summary 191 Chapter 13 Cleanup Time 193 Optimizing Your Code 194 String Externalization 196 Creating the Strings File 196 Using Externalized Strings 200 Summary 201 Chapter 14 Reduce, Reuse, Recycle, Refactor 203 Understanding Refactoring 204 Identifying Refactoring Opportunities 205 Creating a User Choice Component 207 Designing a Reusable Component 208 Creating the User Options Function 213 Updating Your Code 218 Summary 221 Chapter 15 Carrying (and Using) Stuff 223 Planning the Inventory System 224 Creating a Dictionary 225 Working with Dictionaries 226 Lists of Dictionaries 228 The Inventory System 229 Creating an Inventory 230 Plugging In the Inventory System 232 Using the Inventory System 233 Displaying the Inventory 238 Summary 239 Chapter 16 Keeping It Classy 241 The Player System 242 Creating a Player Class 243 Creating the Class 243 Defining Properties 244 Creating Methods 247 Initializing the Class 250 Using Our New Class 251 Summary 255 Chapter 17 Color Your World 257 Installing Third-Party Libraries 258 Using Colorama 259 Importing and Initializing the Library 259 Coloring Your Output 260 Summary 264 Chapter 18 Keep Going 265 Health and Lives 266 Shopping for Items 271 Random Events 275 Battling Enemies 277 Saving and Restoring 280 Summary 282 PART III: RACING AROUND 283 Chapter 19 Crazy Driver 285 Introducing Pygame 286 Prepping the Game 286 Game Concept 286 Installing Pygame 288 Creating Work Folders 288 Obtaining Images 289 Getting Started 289 Initializing Pygame 290 Displaying Stuff 294 The Game Loop 295 Summary 300 Chapter 20 Image-ine the Possibilities 301 Files and Folders 302 Setting the Background 305 Placing the Cars 310 Summary 317 Chapter 21 We Like to Move It 319 Moving the Enemy 320 Moving the Player 323 Summary 327 Chapter 22 Crash, Bang, Boom 329 You Crashed, Game Over 330 Tracking Score 332 Increasing Difficulty 334 Summary 336 Chapter 23 Finishing Touches 337 Game Over Revisited 338 Pause 341 Varying Enemies 343 Ice Cubes 348 Summary 351 Chapter 24 Keep Going 353 Splash Screen 354 Scores and High Scores 354 Oil Slick 356 Multiple Enemies 357 And Then 358 Summary 359 What Next? 361 There's a Lot More to Python 362 Web Development 362 Mobile App Development 364 Game Development 364 And Then 365 Index 367 Bonus Online Chapter 25 Tinkering, Testing, and Debugging Revisited (Online Only)

    £18.04

  • Abrams Doom Guy

    2 in stock

    Book SynopsisTrade ReviewJohn Romero’s remarkable memory called up names and events that I hadn’t thought about in a very long time, taking me back to the stress and joy of throwing everything we had at projects that truly did break new ground and touched millions of people. It was an amaz- ing mad dash from humble beginnings to the well-known classics Wolfenstein 3-D, DOOM, and Quake, filled with exploration, learning, and the sharing of knowledge. For years, I thought that I had been born too late and missed out on participating in the heroic eras of computing. Only much later did I realize that Romero and I were at the nexus of a new era—the 3D game hackers. -- John Carmack, cofounder of id Software and founder of Keen TechnologiesDOOM made gaming cool and transformed game developers from nerds into rock stars, and John Romero’s brazen public persona defined the era. Reconciling the legend of John Romero with the warm, supportive game designer with whom I met as an unknown young programmer is a mystery that this book finally reveals in a wonderful narrative following Romero from modest game programming roots to the apex of video game stardom. -- Tim Sweeney, CEO of Epic GamesA fascinating deep dive into one of the game industry’s greatest success stories, Romero’s autobiography does for aspiring game designers what Stephen King’s On Writing did for budding writers. DOOM Guy is an engaging account of Romero’s extraordinary life and career. A must for industry professionals, newcomers, and enthusiasts. -- Rhianna Pratchett, writerJohn Romero is a gaming legend and seminal figure in video game history, known for his prodigious technical and design skills. In DOOM Guy, John offers valuable game design lessons, but as important he introduces readers to a man with a real commitment to helping others achieve their dreams. Deus Ex, the game I always dreamed of making, wouldn’t have been possible if John hadn’t lived up to every promise he made to me (a story you’ll read about in the pages of DOOM Guy). John’s games have inspired countless gamers and game developers. In his memoir you’ll learn that his life is as inspirational as his work. -- Warren Spector, creator of Deus ExYou know John as the designer of seminal games Wolfenstein 3-D, DOOM, and Quake, but this memoir also captures the essence of John as an innovator and business leader. While John tells the behind-the-scenes stories about making many elements of today’s gaming industry—first-person shooting style games, multiplayer games, free-to-play games, to name just a few—it’s the personal stories about his challenges, his choices, and his relationships that I love in this book. -- Reggie Fils-Aimé, former president and COO of Nintendo of America“The video game–creating legend recounts a life in the programming trenches…Students of game-making and business alike will find useful, sometimes rueful lessons.” * Kirkus *“[a] surprisingly moving autobiography…[Romero] manages to appeal to gamers and non-gamers alike with this celebration of triumphing over adversity.” * Publisher's Weekly *“DOOM GUY: Life in First Person is the best piece of historical nonfiction that has been written about video games to date and everyone should read it.” * Screenrant *??“a straight-talking insider account of an inspiring self-made career marked by amazing highs and difficult lows.” * Daily Beast *"Romero’s Doom Guy: Life in First Person is not only among the most interesting windows into the rapidly evolving videogame scene of the 80s and 90s–it’s arguably the best non-fiction gaming book of all time, giving a unique insight into one of the industry’s most transformative eras through the eyes of one of its groundbreaking pioneers.” * Forbes *“Enthralling, informative, entertaining, exciting, mesmerizing, jaw-dropping, a wild ride, brilliant, well-written, fun, and so much more. These are just some of the terms I can use when describing John Romero’s new book.” * Native Viewpoint *“[a] highly entertaining and thoughtful memoir” * The Wall Street Journal *“[an] exuberant firsthand account” * Wired.com *“Doom Guy tells the fascinating story of the life and times of one of the greatest PC game developers of them all.” * New York Journal of Books *“It’s this openness that makes Doom Guy absolutely necessary reading for anyone with even a passing interest in the history of the video game medium.” * Comic Book Video Games *

    2 in stock

    £18.69

  • Advanced Game Design

    Pearson Education (US) Advanced Game Design

    Out of stock

    Book SynopsisMichael Sellers is Director of the Game Design program and a Professor of Practice at Indiana University in Bloomington, Indiana. Sellers has worked as a professional game designer since 1994, with a focus on designing social, mobile, and massively multiplayer online games (MMOs). He has started and run three successful game studios and has also worked for notable game developers such as 3DO, Electronic Arts, Kabam, and Rumble Entertainment as a lead designer, executive producer, general manager, and creative director. His first commercial game was the award-winning Meridian 59, the first 3D MMO, released in 1996. He was also the lead designer on The Sims 2, Ultima Online, Holiday Village, Blastron, and Realm of the Mad God, among other games. In addition to his woTable of ContentsIntroduction Part I: Foundations Chapter 1 Foundations of Systems Chapter 2 Defining Systems Chapter 3 Foundations of Games and Game Design Chapter 4 Interactivity and Fun Part II: Principles Chapter 5 Working as a Systemic Game Designer Chapter 6 Designing the Whole Experience Chapter 7 Creating Game Loops Chapter 8 Defining Game Parts Part III: Practice Chapter 9 Game Balance Methods Chapter 10 Game Balance Practice Chapter 11 Working as a Team Chapter 12 Making Your Game Real Bibliography Index

    Out of stock

    £999.99

  • Inside The Nest

    John Murray Press Inside The Nest

    3 in stock

    3 in stock

    £18.00

  • The Jupiter Ace Manual: 40th Anniversary Edition

    Andrews UK Limited The Jupiter Ace Manual: 40th Anniversary Edition

    3 in stock

    Book Synopsis

    3 in stock

    £18.04

  • Python Workout: 50 Essential Exercises

    Manning Publications Python Workout: 50 Essential Exercises

    1 in stock

    Book SynopsisPython Workout presents 50 exercises designed to deepen the reader’s skill with Python. Readers will not only tackle exercises using built-in data structures, but also more advanced techniques, such as functional programming, object-oriented programming, iterators, and generators. With each engaging challenge, readers will practice a new skill and learn how to apply it to everyday coding tasks. Key Features 50 hands-on exercises and solutions Basic Python sequence types Python dictionaries and sets Functional programming in Python Creating your own classes Working with Python objects Generator functions Intended for readers with basic Python skills. About the technology Python is a versatile, elegant, general purpose programming language. Essential for data analysis, web development, artificial intelligence, games, desktop apps, and more, Python skills are a hot commodity. Reuven M. Lerner, an independent consultant for more than two decades, teaches Python, data science, and Git to companies around the world. His Better developers newsletter and blog are read by thousands of Python developers each week. Reuven has written a monthly column, “At the Forge,” for Linux Journal since 1996 and is a panellist on the weekly Freelancers Show podcast. Reuven lives with his wife and three children in Modi’in, Israel, and can be reached at https://lerner.co.il/ or on Twitter at @reuvenmlerner.

    1 in stock

    £35.99

  • Fight Magic Items

    Running Press,U.S. Fight Magic Items

    2 in stock

    Book SynopsisTake a journey through the history of Japanese role-playing games—from the creators who built it, the games that defined it, and the stories that transformed pop culture and continue to capture the imaginations of millions of fans to this day.The Japanese roleplaying game (JRPG) genre is one that is known for bold, unforgettable characters; rich stories, and some of the most iconic and beloved games in the industry. Inspired by early western RPGs and introducing technology and artistic styles that pushed the boundaries of what video games could be, this genre is responsible for creating some of the most complex, bold, and beloved games in history—and it has the fanbase to prove it. In Fight, Magic, Items, Aidan Moher guides readers through the fascinating history of JRPGs, exploring the technical challenges, distinct narrative and artistic visions, and creative rivalries that fueled the creation of countless iconic games and their quest to bec

    2 in stock

    £13.49

  • CRC Press Towards Sustainable Game Design

    2 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    2 in stock

    £42.49

  • Fluid Engine Development

    Taylor & Francis Inc Fluid Engine Development

    Out of stock

    Book SynopsisFrom the splash of breaking waves to turbulent swirling smoke, the mathematical dynamics of fluids are varied and continue to be one of the most challenging aspects in animation. Fluid Engine Development demonstrates how to create a working fluid engine through the use of particles and grids, and even a combination of the two. Core algorithms are explained from a developer's perspective in a practical, approachable way that will not overwhelm readers. The Code Repository offers further opportunity for growth and discussion with continuously changing content and source codes. This book helps to serve as the ultimate guide to navigating complex fluid animation and development.   Explains how to create a fluid simulation engine from scratch Offers an approach that is code-oriented rather than math-oriented, allowing readers to learn how fluid dynamics works with code, with downloadable code available Explores various kindsTable of ContentsChapter 1 Basics. Chapter 2 Particle-Based Simulation Chapter 3 Grids Simulation Chapter 4 Hybrid Techniques

    Out of stock

    £59.84

  • Coding with HTML & JavaScript - Create Epic

    In Easy Steps Limited Coding with HTML & JavaScript - Create Epic

    2 in stock

    Book SynopsisCoding with HTML & JavaScript Create Epic Computer Games is ideal for readers who want to learn the basics of making games with HTML and JavaScript programming languages used by professional game developers.Step-by-step, this book will guide you to create your own epic computer games.Ideal for coders with some experience who are now ready to take their coding to the next level! You'll learn how to: Use HTML & JavaScript to code a series of games.Make images move and respond to keyboard presses.Draw objects on the HTML canvas, and use variables and timers.Import images and add sounds to personalise your projects.Develop your skills and build some amazing games!

    2 in stock

    £9.49

  • O'Reilly Media Theory of Fun for Game Design

    3 in stock

    Book SynopsisNow in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers.

    3 in stock

    £28.79

  • Coding with Python - Create Amazing Graphics: The

    In Easy Steps Limited Coding with Python - Create Amazing Graphics: The

    5 in stock

    Book SynopsisCoding with Python Create Amazing Graphics introduces coding in Python through a variety of projects. Each one teaches new coding concepts and results in some amazing graphics.Python is a powerful, text-based programming language essential to grasp for serious coding but can be dull to learn. This book focuses on inspired learning. Step-by-step, it illustrates how to use Python code to create exciting and colourful graphics making learning Python great fun!Learn Python code to:Use random numbers to create unique artworkMix colours together using variables to create amazing effectsUse loops to repeat your code and create intricate patternsCode your own functions and build up your own designs

    5 in stock

    £9.49

  • Creative Character Design for Games and Animation

    CRC Press Creative Character Design for Games and Animation

    2 in stock

    Book SynopsisThis book takes you through all the basic steps of character design for games and animation, from brainstorming and references to the development phase and final render. It covers a range of styles such as cartoon, stylized and semi-realistic, and explains how to differentiate between them and use them effectively. Using a step-by-step approach for each stage of the process, this book guides you through the process of creating a new character from scratch. It contains a wealth of design tips and tricks as well as checklists and worksheets for you to use in your own projects. This book covers how to work with briefs, as well as providing advice and practical strategies for working with clients and creating art as a product that can be tailored and sold. This book will be a valuable resource for all junior artists, hobby artists, and art students looking to develop and improve their character development skills for games and animation.Trade Review"This is the kind of book I wish I'd had when I first dipped my feet in the art waters, filled to the brim with time-honed perspective and know-how for a young artist to aspire to."Even Mehl Amundsen, professional artist"Jenny Harder is part of a new generation of artists bringing a fresh and in depth look at character design. If you are a beginner artist or a veteran in the business, this book offers great lessons in the fundamentals of good design."Christian Alzmann, Concept Design Supervisor at Lucasfilm"Every artist entering a professional career path has a lot to learn, and obviously, it takes years to connect all the dots between craft, human nature and visual perception. Jenny Harder creates a phenomenal compendium for any artist or supervisor wanting to become a more aware, efficient, and happy creator." Jakub Knapik, Global Art Director at CD Projekt REDTable of Contents1 Designing with Purpose 2 Working with Clients and Briefs 3 Creative Thinking and Brainstorming Methods 4 Creating a Personality5 Diversity and Stereotypes6 Mood Boards and References 7 Style8 Creating a Character Design Package9 The Render Process10 Tips and Tricks 11 Industry Advice and Last Words

    2 in stock

    £39.99

  • Abrams Video Game of the Year

    1 in stock

    Book Synopsis

    1 in stock

    £16.99

  • Audio Anecdotes II: Tools, Tips, and Techniques for Digital Audio

    Taylor & Francis Inc Audio Anecdotes II: Tools, Tips, and Techniques for Digital Audio

    1 in stock

    Book SynopsisThis collection of articles provides practical and relevant tools, tips, and techniques for those working in the digital audio field. Volume II, with contributions from experts in their fields, includes articles on: - Field recording - Synthesis - Signal processing - Spatialization - Computer techniques and tools - Music theory - Sound design - Sound in nature An enclosed CD-ROM provides demos, source code, and examples. Audio Anecdotes is an invaluable tool for anyone who uses digital sound in the creation of computer-generated works: - Musicians - Game developers - Sound producers, and othersTrade Review" "A superb reference, resource and research tool highly recommended for anyone applying digital sound to computer-created projects, including musicians, game developers, and software producers..." -Midwest Book Review, January 2005 "The wonderful thing about this book is that it contains well-written introductions to many subjects, including sound propagation, auditory scene analysis, audio file formats, and rate conversion, that otherwise might be found in magazines, on the Internet, or not at all." -Vladimir Botchev, Computing Reviews , December 2004 This book discusses creating, recording, processing, and analyzing many forms of sound and music... -E-Streams, September 2005"Table of Contents1. Field Recording 2. Synthesis 3. Signal Processing 4. Spatialization 5. Computer Techniques 6. Computer Tools 7. Music Theory 8. Sound Design 9. Nature

    1 in stock

    £99.75

  • The Complete Sinclair ZX81 Basic Course

    Andrews UK Limited The Complete Sinclair ZX81 Basic Course

    2 in stock

    Book Synopsis

    2 in stock

    £11.39

  • The Creation of iGiselle: Classical Ballet Meets

    University of Alberta Press The Creation of iGiselle: Classical Ballet Meets

    3 in stock

    Book SynopsisThe unusual marriage of Romantic ballet and artificial intelligence is an intriguing idea that led a team of interdisciplinary researchers to design iGiselle, a video game prototype. Scholars in the fields of literature, physical education, music, design, and computer science collaborated to revise the tragic narrative of the nineteenth-century ballet Giselle, allowing players to empower the heroine for possible ”feminine endings.” The eight interrelated chapters chronicle the origin, development, and fruition of the project. Dancers, gamers, and computer specialists will all find something original that will stimulate their respective interests. Contributors: Vadim Bulitko, Wayne DeFehr, Christina Gier, Pirkko Markula, Mark Morris, Sergio Poo Hernandez, Emilie St. Hilaire, Nora Foster Stovel, Laura SydoraTrade Review# 4 on Edmonton Non-Fiction Bestsellers list, March 10, 2019Table of ContentsPreface Revisioning Giselle as the Video Game iGiselle // Nora Foster Stovel Acknowledgements Introduction Recreating Giselle for the Twenty-First Century // Nora Foster Stovel I An Interdisciplinary Approach to Giselle 1 | The Creation of the Romantic Ballet Giselle The Ballerina’s Hamlet // Nora Foster Stovel 2 | “No Feminine Endings” Adolphe Adam’s Musical Score for Giselle // Christina Gier 3 | The Other Giselles Moncrieff’s Giselle; or, The Phantom Night Dancers, Loder’s The Night Dancers, and Puccini’s Le Villi // Mark Morris 4 | (Re)creating Giselle Narrative and the Ballerina // Laura Sydora II Creating iGiselle 5 | Artificial Intelligence for Managing the Interactive Ballet Video Game, iGiselle // Sergio Poo Hernandez & Vadim Bulitko 6 | Re-playing iGiselle Dance, Technology, and Interdisciplinary Creation // Emilie St. Hilaire 7 | Renewing Adolphe Adam’s Score Creating the Music for iGiselle // Wayne DeFehr 8 | The Ballet Body and Video Games A Feminist Perspective // Pirkko Markula Contributors 189 Index 193

    3 in stock

    £26.99

  • Taylor & Francis Ltd Game Design Workshop

    1 in stock

    Book SynopsisCreate the digital games you love to play.Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic experience with Game Design Workshop, Fifth Edition.Tracy Fullerton demystifies the creative process with clear and accessible guidance on the formal, dramatic, and dynamic systems of game design. Using examples of classic and popular games, illustrations of design techniques, and refined exercises to strengthen your understanding of how game systems function, this book gives you the skills and tools necessary to create a compelling and engaging game.This updated 5th edition brings deeper coverage of playcentric design techniques, including setting emotion-focused experience goals and managing the design process to meet them. It includes a host of new diverse perspectives from top industry game designers.Game Design Workshop puts you to work prototyping, playtesting, and revis

    1 in stock

    £48.99

  • Coding with Scratch - Create Fantastic Driving

    In Easy Steps Limited Coding with Scratch - Create Fantastic Driving

    3 in stock

    Book SynopsisCoding with Scratch Create Fantastic Driving Games will take you from Scratch basics through to creating your own fantastic driving games in easy steps. Each game comes with challenges to take you to the next level of coding. Even includes mods to make your games more exciting. Have fun and amaze your friends and family! You'll learn how to:Use code to make a series of driving games including parking, racing, scrolling and two-player games.Design your own game levels, cars and tracks.Use variables to keep the score and to store the speed in your games.Add sounds and create your own code blocks and functions.To create the games in this book, children will need a desktop computer or a laptop. The games require a proper keyboard so will not work well on a tablet or iPad. It is recommended that children should be supervised when using the internet, especially when using a new website.This is the UK English edition.

    3 in stock

    £9.49

  • Ray Tracing Gems II

    APress Ray Tracing Gems II

    5 in stock

    Book SynopsisThis Open Access book is a must-have for anyone interested in real-time rendering. Ray tracing is the holy grail of gaming graphics, simulating the physical behavior of light to bring real-time, cinematic-quality rendering to even the most visually intense games. Ray tracing is also a fundamental algorithm used for architecture applications, visualization, sound simulation, deep learning, and more. Ray Tracing Gems II is written by industry experts with a particular focus on ray tracing, and it offers a practical means to master the new capabilities of current and future GPUs with the latest graphics APIs. What You''ll Learn: The latest ray tracing techniques for developing real-time applications in multiple domains Case studies from developers and studios who have shipped products that use real-time ray tracing. Guidance, advice and best practices for renderingTable of ContentsPrefaceForewordIntroductionChapter 1: Ray Tracing FundamentalsChapter 2: APIsChapter 3: Shading and SamplingChapter 4: Denoising, Reconstruction, and FilteringChapter 5: Performance and OptimizationChapter 6: Transitioning Ray TracingChapter 7: Hybrid Rendering TechniquesChapter 8: Global IlluminationChapter 9: Ray Tracing in the Wild (Case Studies)

    5 in stock

    £40.49

  • Game Development with Unreal Engine 5: Learn the

    BPB Publications Game Development with Unreal Engine 5: Learn the

    2 in stock

    Book Synopsis

    2 in stock

    £25.64

  • Taylor & Francis Inc Game Feel

    15 in stock

    Book SynopsisGame Feel exposes feel as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game. The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book. The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.The associated web site contains a playset wiTable of ContentsINTRODUCTION PART 1: Deconstruction1. Why Feel, Why Now?This chapter focuses on the impetus behind the book, asking the reader to recall the sensation of controlling a virtual avatar and talking about why feel is so important (and why it is often overlooked.)2. The Grand Scheme of Game DesignThis chapter assigns feel a place in the larger realm of game design, defining its scope and boundaries, talking about how it fits into creating the Ultimate Game Experience of life-enriching flow and empowerment. Using diagrams and research derived from Maslow's Pyramid of Wants and Will Wright's concept of Granularity, feel is identified as one of the atomic units of game construction, one of the most basic building blocks of interactivity. 3. Games that don't Feature Virtual Sensation There are some types of digital games - Civilization, Solitaire, the Sims, and so on - that don't focus on feel or utilize it as one of their core elements, separating them from what will be discussed in the book. An interesting aside is that we are indeed experiencing virtual sensation whenever we use a mouse but that it is so intuitive and familiar that there's really no rational motion translation or skill to build. This brings up an interesting point: much of the pleasure of controlling something purely visual is in the challenge of mastering it, in the obfuscation. In fact, we're wired to receive pleasure for remapping our neural pathways to gain skill and mastery in this way, and it's one of the reasons that overcoming challenges (playing games) is so pleasureable. 4. What is Feel?How do players experience feel? It seems to be mostly subconscious, though there are some artifacts that will be of use to us. Citations here of various forum scrapings and interviews with players looking for feel des

    15 in stock

    £42.74

  • The Game Designers Playbook An Introduction to

    Oxford University Press The Game Designers Playbook An Introduction to

    1 in stock

    Book SynopsisVideo games have captivated us for over 50 years, giving us entire worlds to explore, new ways to connect with friends, thought-provoking stories, or just a fun way to pass the time. Creating games is a dream for many, but making great games is challenging. The Game Designer''s Playbook is about meeting that challenge. More specifically, it''s a book about game interaction design; in other words, shaping what players can do and how they do it to make a game satisfying and memorable. Our time with a game is built on interaction, from basic things like pushing buttons on a controller, to making complicated strategic decisions and engaging with the narrative. If you''ve ever felt the adrenaline rush from beating a perfectly tuned boss fight or been delighted by the fanfare of picking up that last collectible, you''ve experienced good interaction design firsthand. The Game Designer''s Playbook is about learning what makes for great (or terrible!) interaction design in games, exploring things like controls, feedback, story, and tutorial design by analyzing existing games. It also looks at how newer and still-developing tech like VR and streaming are changing the ways we play, and how you can bring great interaction design to your own games.Table of ContentsTanya X. Short: Foreword 1: Caveman Arcade 2: The Parlance of Play 3: The Long Con 4: Say What You Mean 5: Control Freaks 6: The Play's the Thing 7: Rejecting Your Reality 8: The Audience Is Listening 9: Rise of the Machines 10: Making the Thing 11: Testing Your Patience 12: What Comes Next? Glossary List of Acronyms Ludography

    1 in stock

    £33.72

  • Leading with Sound

    Taylor & Francis Ltd Leading with Sound

    1 in stock

    Book SynopsisLeading with Sound is the must-have companion guide to working on video game projects. Focused on the creative, collaborative, philosophical and organizational skills behind game sound and eschewing the technical, this book celebrates the subjects most essential to leading with sound in video game development at any level. Refuting the traditional optics of sound as a service in favour of sound as a pro-active visionary department, , this book examines each of the four food-groups of dialogue, sound design, music and mix, not through the usual technical and production lenses of âhowâ and âwhenâ, but the essential lens of âwhyâ that enables leadership with sound. Leading with Sound is essential reading for aspiring sound designers, inside and outside of the classroom, as well as experienced professionals in the game industry.Table of ContentsPart One: Ports of Entry01 What is this Book About?02 The Big Four: Understanding the Four Food-groups of Audio (and how they inter-relate)03 What Drives the Mix of Your Game.04 Taking a Psychological Approach to Sound Categorization05 What is a Game Developer?06 What is Game Audio?07 What You May be Missing: Vision to Drive Your Tools and Pipelines 08 Communication Essentials: Managing Expectations of Quality (The ‘L’ Scale)09 Developing Early Audio VisionsPart Two: Sound Design10 Why do we Need Sounds?11 Working with Sound.12 Higher Level is Better.13 What is Causing these Sounds and Where are they Located? 14 Ambiguity and Clarity.15 Designing for Three Audiences. (Player, Spectator, Creator) 16 Thinking Horizontally, Vertically, and Diagonally about Asset Design.17 Designing a Moment: Temporality in Interactive Sound Design.18 Leading with Sound: Spectacle and Immersion.Part Three: Music19 Why do we Need Music?20 Music as Creative Crutches: Reaching for Music Too Soon & Too Late.21 Defining the Sound: Towards an Iconic Music Design 22 The Shape of Emotion: We Can’t Feel Emotion All the Time.23 Diegetic, Non-Diegetic and Trans-Diegetic Musical Spaces.24 Non-Diegetic Space in Recorded Music25 Leading with Music: Music as Spectacle Throughout Production and Post-Release Part Four: Voice26 Why do we Need Voice?27 Early Dialogue Development28 The Sound of Voice: Dialects, Culture and Meaning29 Casting Philosophies (Auditions, Recording, Iteration) 30 Let’s do it Again31 Rethinking Dialogue Production: Infinite Alternatives32 Leading with Voice: Leveraging the Spectacle of Performance Part Five: Mix33 Why do we Need to Mix?34 Mix Essentials35 Philosophy of the Mix: Narrative Dynamics (Pushing, Pulling, Shaping) 36 Some Defining Terminology and Features of Non-Linear Mixing 37 Mix Consistency38 Building the Mix39 Planning and Surviving the Major Milestone and Final Mixes. 40 Leading with the Mix: The First and Last Thing You Think About. Part Six: Fade Out41 The Importance of a Holistic (Four-Food-group) Vision 42 Studio Culture: A Theory of Everything 43 Game Audio Studio Spaces: Architectural Problems in Video Game Sound. 44 Games are for Everyone: Accessibility, Options and Customization in Audio for Gamers.45 Finding Our Place, Between Vision and Service.

    1 in stock

    £33.99

  • Game Anim

    CRC Press Game Anim

    1 in stock

    Book SynopsisGame Anim teaches the technical and artistic fundamentals of video game animation and goes further to provide practical advice and industry insights to help you become a rounded and successful game animator. Covering every stage of game production from the animatorâs perspective, it is packed with the lessons learned from working on a variety of game types in both in-game and cinematic roles in animator, lead, and director positions. These have been successful across multiple studios regardless of team, size and culture.The 2nd edition includes a new chapter on 2D and Pixel Art Animation, an enhanced mocap chapter covering the latest developments in Motion Matching, and even more interviews with top professionals in the field. Game Anim provides essential guidance to those looking to break into the industry and successful animators wishing to take the next step in their career. Key Features â 20 Years of Insight: Accumulated knowledge fromTable of ContentsChapter 1 The Video Game Animator What It Means To Be A Video Game AnimatorChapter 2 The Game Development EnvironmentChapter 3 The 12 Animation PrinciplesChapter 4 The Five Fundamentals of Game AnimationChapter 5 What You Need To KnowChapter 6 The Game Animation WorkflowChapter 7 Our Project: Pre-productionChapter 8 Our Project: Technical AnimationChapter 9 Our Project: Gameplay AnimationChapter 10 Our Project: Cinematics & FacialChapter 11 Our Project: Motion CaptureChapter 12 Our Project: Animation Team ManagementChapter 13 Our Project: Polish & DebugChapter 14 2D & Pixel Art AnimationChapter 15 The Future

    1 in stock

    £42.74

  • What UX is Really About

    Taylor & Francis Ltd What UX is Really About

    1 in stock

    Book SynopsisIn this not-too-long and easy-to-read book, author Celia Hodent presents a clear overview of the challenges, demands, and rewards of becoming a user experience professional. If this field interests you, thereâs no better place to start than with the volume you now hold in your hand. Alan Cooper, Ancestry Thinker, Software Alchemist, Regenerative Rancher, Author of The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the SanityThe main objective of What UX is Really About: Introducing a Mindset for Great Experiences is to provide a quick introduction to user experience (UX 101) for students, professionals, or simply curious readers who want to understand this trendy yet commonly misunderstood practice better. Readers will learn that UX is much more than a set of techniques, guidelines, and tools. It is a mindset; a philosophy that takes the perspective of the humans that will use a product. It is about solving their problems, offering them a pleasurable experience, and building a win-win, long-lasting relationship between them and the company developing the product. Above all, it is about improving peopleâs lives with technology. What UX is Really About is informative, concise, and provides readers with a high-level overview of the science, design, and methodologies of UX. KEY FEATURES: â The most approachable and concise introduction book about UX. â Easy to read and aims to popularize the UX mindset while debunking its main misconceptions. â Small format size makes it easy to carry around. â Includes content relatable and meaningful to the readers by taking many examples from everyday life with a conversational and light writing style. â Tackles the psychology, design, research, process, strategy, and ethics behind offering the best experience with products, systems, or services.â Includes a glossary.Celia Hodent holds a PhD in psychology, and is a leading expert in the application of cognitive science and psychology to product development, with over 13 years of experience in the development of UX strategy in video game studios, such as Ubisoft, LucasArts, and Epic Games (Fortnite). She currently leads an independent UX consultancy, working with a wide range of international media and enterprise companies to help ensure their products are engaging, successful, and respectful of users. Celia conducts workshops and provides guidance on the topics of game-based UX, playful learning (gamification), ethics, implicit biases, and inclusion in tech. Celia is the author of The Gamerâs Brain: How Neuroscience and UX Can Impact Video Game Design and The Psychology of Video Games.Trade Review"In this not-too-long and easy-to-read book, author Celia Hodent presents a clear overview of the challenges, demands, and rewards of becoming a user experience professional. If this field interests you, there’s no better place to start than with the volume you now hold in your hand." Alan Cooper, Ancestry Thinker, Software Alchemist, Regenerative Rancher, Author of The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity"This is a clear and compelling introduction to a topic that affects us all--UX and how it shapes the technology experiences we have every day. I can see using this in my general education HCI introduction course--it covers key aspects of the field and also raises important questions of ethics and of inclusion."Katherine Isbister, Professor of Computational Media, Jack Baskin School of Engineering, University of California Santa Cruz, Author of How Games Move Us: Emotion by Design“In this approachable book, Celia Hodent distills her decades of knowledge and experience into a practical guide. She gives her voice to typical topics, such as the importance of understanding human capability and limitations, but also to rare ones, such as ethics in design. Light on jargon and heavy on practical questions, this is an ideal book for anyone exploring the possibility of a career in UX.”Anne Collins McLaughlin, PhD Professor, North Carolina State UniversityCo-author of Aging, Technology and HealthTable of ContentsChapter 1 What Is UX?Chapter 2 What UX Is NotChapter 3 The Science behind UXChapter 4 The Process and Methodologies of UXChapter 5 Ethics and the UX MindsetChapter 6 Conclusion

    1 in stock

    £24.32

  • Narrative Design for Mobile and Live Games

    CRC Press Narrative Design for Mobile and Live Games

    1 in stock

    Book SynopsisThis is a comprehensive guidebook for long-term storytelling in mobile games and games-as-a-service (also known as live games). This book formalizes creative techniques of game writing and narrative design for a platform (and revenue model) that has shown drastic growth and changes over the past few years. The unique challenges of mobile games and live games are also increasingly relevant across the whole games industry. With hybrid consoles such as the Nintendo Switch, cloud gaming, and cross-platform titles, the lines between mobile and console have begun to blur. Additionally, many games now offer live support to extend player engagement.This book starts with an introduction to narrative design and the world of mobile games, followed by a deep dive into open-ended and seasonal storytelling. Besides the creative aspect of development, it covers areas of production such as documentation, collaboration, and monetization. To illustrate its solutions, it uses examples from videTable of ContentsPart I IntroductionChapter 1 What Is Narrative Design?Chapter 2 An Overview of Narrative DesignChapter 3 Why Does Narrative Design Matter?Part II Interactive StorytellingChapter 4 Introduction to Interactive StorytellingChapter 5 Interactive Storytelling StructuresChapter 6 Open-Ended Storytelling StructuresPart III Live Game StorytellingChapter 7 Introduction to Mobile Game StorytellingChapter 8 Introduction to Live Game StorytellingChapter 9 Learning from Other MediaChapter 10 Building the Narrative FoundationChapter 11 Narrative ToolsChapter 12 Planning Your SeasonsChapter 13 Writing Your Seasonal PlotChapter 14 Keeping a Long-Running Story InterestingChapter 15 Best PracticesPart IV Beyond a Game’s StoryChapter 16 Transmedia StorytellingChapter 17 Narrative MonetizationPart V ConclusionConclusion

    1 in stock

    £42.74

  • The Science of Esports

    Taylor & Francis The Science of Esports

    1 in stock

    Book SynopsisThe Science of Esports draws from contemporary research and coach expertise to examine esports athlete health and performance from a range of disciplinary perspectives, including physiology, psychology, sociology, and nutrition. The rapid expansion of the esports industry has elevated competitive video gaming into the realm of high performance, requiring players, coaches, and practitioners to implement interdisciplinary approaches to performance support.The book covers key topic areas such as: What esports is and similarities and differences to sport Game-specific training Physiological and psychological consideration for esports athletes Social aspects of player performance and the social environment of esports Esports coaching and structure of esports performance environments Technology and its use in esports Safeguarding, cheating, and gambling<Table of Contents1. What is Esports? 2. Aspects of Game-Specific Training 3. Physiological Considerations for E-athletes 4. Psychological Considerations for Esports Athletes 5. Nutrition, Supplementation, and Regulation 6. Social Aspects of E-Athletes Performance 7. Structure of Esports Performance Environments 8. Esports Coaching and Support 9. Talent Identification and Development 10. Technology in Esports 11. Social Environment and Health in Esports 12. Safeguarding, Cheating, and Gambling 13. Key Considerations for the Future

    1 in stock

    £35.99

  • The Complete Guide to Blender Graphics

    Taylor & Francis Ltd The Complete Guide to Blender Graphics

    1 in stock

    Book SynopsisBlenderTM is a free Open-Source 3D Computer Modeling and Animation Suite incorporating Character Rigging, Particles, Real World Physics Simulation, Sculpting, Video Editing with Motion Tracking and 2D Animation within the 3D Environment.Blenderis FREE to download and use by anyone for anything.The Complete Guide to Blender Graphics: Computer Modeling and Animation, Eighth Edition is a unified manual describing the operation of the program, updated with reference to the Graphical User Interface for Blender Version 3.2.2, including additional material covering Blender Assets, Geometry Nodes, and Non-Linear Animation.Divided into a two-volume set, the book introduces the program's Graphical User Interface and shows how toTable of ContentsIntroduction. The Author. Preamble. CH01 Objects in the 3D View Editor. CH02 Editing & Add-Ons. CH03 Editing with Generate Modifiers. CH04 Editing with Deform Modifiers. CH05 Editing Using Curves. CH06 Material Assignment. CH07 Rendering. CH08 Animation. CH09 Constraints. CH10 Armatures & Character Rigging. CH11 Shape Keys & Action Editors. CH12 Particle Systems. CH13 Physics and Simulation. CH14 Dynamic Paint. CH15 Geometry Nodes. CH16 Drivers. Ch17 Non Linear Animation. CH18 Rigging – Rigify – Animbox. CH19 Blender Render Engines. Index.

    1 in stock

    £50.34

  • The Complete Guide to Blender Graphics

    Taylor & Francis Ltd The Complete Guide to Blender Graphics

    1 in stock

    Book SynopsisBlenderTM is a free Open-Source 3D Computer Modeling and Animation Suite incorporating Character Rigging, Particles, Real World Physics Simulation, Sculpting, Video Editing with Motion Tracking and 2D Animation within the 3D Environment.Blender is FREE to download and use by anyone for anything.The Complete Guide to Blender Graphics: Computer Modeling and Animation, Eighth Edition is a unified manual describing the operation of the program, updated with reference to the Graphical User Interface for Blender Version 3.2.2, including additional material covering Blender Assets, Geometry Nodes, and Non-Linear Animation.Divided into a two-volume set, the book introduces the program's Graphical User Interface and shows howTable of ContentsIntroduction. Download and Installation. The Author. Preamble. CH01 Understanding the Interface. CH02 Editors-Workspaces-Themes. CH03 Navigate and Save. CH04 Objects in the 3D View Editor. CH05 Editing Objects. CH06 Editing Tools. CH07 Editing with Modifiers. CH08 Editing Techniques- Examples. CH09 Materials- Textures- Nodes. CH10 Textures. CH11 Node Systems and Usage. CH12 Scene Lighting & Cameras. CH13 Viewport Shading. CH14 Rendering. CH15 Animation. CH16 Armatures & Character Rigging. CH17 3D Text. CH18 Blender Assets. CH19 Making a Movie. CH20 The Outliner and Collections. Index.

    1 in stock

    £50.34

  • CRC Press Taking Video Out of the Game

    Out of stock

    Book SynopsisThis book aims to provide information and in-routes to one of the most complex forms of video game accessibility. It promises to explain how a developer might make their game accessible to the totally blind. It will break down what that means and provide plenty of examples and ideas for how developers might achieve total blind accessibility, even in the largest, most complex games. As an experienced accessibility consultant who has worked on multiple AAA titles, the author brings a wealth of practical experience to the reader.

    Out of stock

    £999.99

  • Running a Successful Live Service Game

    CRC Press Running a Successful Live Service Game

    1 in stock

    Book SynopsisThis book unveils the secrets of extraordinarily successful games and hands you a smarter way to create exceptional engagement and convert it into revenue. It teaches you detailed LiveOps techniques that show you how to keep your game appealing through engaging events, personalized experiences, and smart monetization.Youâll discover the 3 LAPs of Operations frameworkâa dynamic, question-driven process that you can implement to systematically boost retention and achieve your game's financial goals. The book delves into the intricate business of live service games, explaining how to enhance your operational efficiency with precise toolset implementations and analytics.While some studio leaders merely talk about riding the trend, this approach is far too passive. Embrace the shift towards people-driven game development, where your players evolve from mere consumers into active co-creators. This transformation allows you to construct your own trend, known as People's LiveOps, where you engage your most devoted fans and offer them opportunities to earn a living through their creations.Essential for professionals in live service games, this book is also invaluable for aspiring talents and seasoned experts aiming to enter or excel in the gaming industry.

    1 in stock

    £114.00

  • CRC Press Game AI Uncovered

    1 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    1 in stock

    £47.49

  • Taylor & Francis Moral Conversion and Video Games

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £50.34

  • Dungeons and Desktops

    Taylor & Francis Ltd Dungeons and Desktops

    1 in stock

    Book SynopsisComputer role-playing games (CRPGs) are a special genre of computer games that bring the tabletop role-playing experience of games such as Dungeons & Dragons to the computer screen. Thisnew edition inlcudes two new chapters: The Modern Age, and a chapter on Indies and Mobile CRPGs. The new modern age chapter will cover, among other topics, Kickstarter/FIG crowdfunded projects such as Torment: Tides of Numenera and Pillars of Eternity. It''ll also bring the book up to date with major games such as Dragon Age, Witcher, Skyrim. Expanded info in first chapter about educational potential of CRPGs. Color figures will be introduced for the first time. Key Featuresgives reviews of hundreds of games across many platforms. comprehensive book covering the history of computer RPGs.comprehensive index at the back, letting you quickly look up your favourite titlesTable of ContentsAcknowledgmentsChris Avellone’s PrefaceAuthors’ PrefaceChapter 1 ◾ Introduction to Computer Role-Playing GamesChapter 2 ◾ OriginsChapter 3 ◾ The Dark AgeChapter 4 ◾ The Bronze AgeChapter 5 ◾ The Silver AgeChapter 6 ◾ The Birth of the Golden AgeChapter 7 ◾ SSI’s Golden AgeChapter 8 ◾ Origin’s Golden AgeChapter 9 ◾ Sir-Tech, New World Computing, and SierraChapter 10 ◾ Early Japanese Role-Playing GamesChapter 11 ◾ Dungeon Master and the Rise of Real-Time 3DChapter 12 ◾ Other Games of the Golden AgeChapter 13 ◾ The Epic FailsChapter 14 ◾ The Platinum AgeChapter 15 ◾ Diablo and the Rise of Action RPGsChapter 16 ◾ Fallout and Baldur’s GateChapter 17 ◾ Other Highlights of the Platinum AgeChapter 18 ◾ The Birth of the Modern AgeChapter 19 ◾ Modern JRPGsChapter 20 ◾ The Rise of the MMORPGChapter 21 ◾ The Late Modern AgeChapter 22 ◾ The Renaissance, KickstartedChapter 23 ◾ The Road Ever Ventures ForthShane’s Afterword: Surprise EncounterAPPENDIX: THE CRPG BESTIARYINDEX

    1 in stock

    £46.54

  • Mazes for Programmers

    The Pragmatic Programmers Mazes for Programmers

    1 in stock

    Book SynopsisUnlock the secrets to creating random mazes! Whether you're a game developer, an algorithm connoisseur, or simply in search of a new puzzle, you're about to level up. Learn algorithms to randomly generate mazes in a variety of shapes, sizes, and dimensions. Bend them into Moebius strips, fold them into cubes, and wrap them around spheres. Stretch them into other dimensions, squeeze them into arbitrary outlines, and tile them in a dizzying variety of ways. From twelve little algorithms, you'll discover a vast reservoir of ideas and inspiration. From video games to movies, mazes are ubiquitous. Explore a dozen algorithms for generating these puzzles randomly, from Binary Tree to Eller's, each copiously illustrated and accompanied by working implementations in Ruby. You'll learn their pros and cons, and how to choose the right one for the job. You'll start by learning six maze algorithms and transition from making mazes on paper to writing programs that generate and draw them. You'll be introduced to Dijkstra's algorithm and see how it can help solve, analyze, and visualize mazes. Part 2 shows you how to constrain your mazes to different shapes and outlines, such as text, circles, hex and triangle grids, and more. You'll learn techniques for culling dead-ends, and for making your passages weave over and under each other. Part 3 looks at six more algorithms, taking it all to the next level. You'll learn how to build your mazes in multiple dimensions, and even on curved surfaces. Through it all, you'll discover yourself brimming with ideas, the best medicine for programmer's block, burn-out, and the grayest of days. By the time you're done, you'll be energized and full of maze-related possibilities! What You Need: The example code requires version 2 of the Ruby programming language. Some examples depend on the ChunkyPNG library to generate PNG images, and one chapter uses POV-Ray version 3.7 to render 3D graphics

    1 in stock

    £27.45

  • Apple Game Frameworks and Technologies: Build 2D

    The Pragmatic Programmers Apple Game Frameworks and Technologies: Build 2D

    1 in stock

    Book SynopsisDesign and develop sophisticated 2D games that are as much fun to make as they are to play. From particle effects and pathfinding to social integration and monetization, this complete tour of Apple's powerful suite of game technologies covers it all. Familiar with Swift but new to game development? No problem. Start with the basics and then layer in the complexity as you work your way through three exciting - and fully playable - games. In the end, you'll know everything you need to go off and create your own video game masterpiece for any Apple platform. Discover the power of Apple Game Frameworks, Xcode, and Swift by building three exciting games: Gloop Drop - a new twist on a classic arcade game, Val's Revenge - a roguelike dungeon crawler, and Hog - a social player vs. player mobile dice game. With Apple Game Frameworks, you can create high-performance, power-efficient games that work across all Apple platforms, including iOS, macOS, tvOS, and watchOS. In this book, you'll discover how to... Design and develop rich 2D gaming experiences using Apple's built-in game frameworks. Harness the power of SpriteKit using Xcode and Swift to create engaging player experiences. Use the visual Scene Editor to build complete scenes. Unleash the power of the Particle Editor to create amazing effects. Use GameplayKit to add advanced features to your games like pathfinding, artificial intelligence, and complex rule systems. Build larger, more complex worlds with tile maps and Xcode's visual Tile Map editor. Bring people together using GameKit and Game Center, Apple's social gaming network. Increase revenue with third-party banner ads and rewarded ads using Google AdMob (TM). Monetize your games with StoreKit and in-app purchases. So, grab your gear and get your game on - it's time to level up your skills. What You Need: macOS Mojave 10.14.6 or newer Xcode 11.3 or newer Basic knowledge of Swift 5.1.4 or newer

    1 in stock

    £37.35

  • Hands-on Rust: Effective Learning through 2D Game

    The Pragmatic Programmers Hands-on Rust: Effective Learning through 2D Game

    1 in stock

    Book SynopsisRust is an exciting new programming language combining the power of C with memory safety, fearless concurrency, and productivity boosters - and what better way to learn than by making games. Each chapter in this book presents hands-on, practical projects ranging from "Hello, World" to building a full dungeon crawler game. With this book, you'll learn game development skills applicable to other engines, including Unity and Unreal. Rust is an exciting programming language combining the power of C with memory safety, fearless concurrency, and productivity boosters. With Rust, you have a shiny new playground where your game ideas can flourish. Each chapter in this book presents hands-on, practical projects that take you on a journey from "Hello, World" to building a full dungeon crawler game. Start by setting up Rust and getting comfortable with your development environment. Learn the language basics with practical examples as you make your own version of Flappy Bird. Discover what it takes to randomly generate dungeons and populate them with monsters as you build a complete dungeon crawl game. Run game systems concurrently for high-performance and fast game-play, while retaining the ability to debug your program. Unleash your creativity with magical items, tougher monsters, and intricate dungeon design. Add layered graphics and polish your game with style. What You Need: A computer running Windows 10, Linux, or Mac OS X. A text editor, such as Visual Studio Code. A video card and drivers capable of running OpenGL 3.2.

    1 in stock

    £36.57

  • ORIC-1 Basic Programming Manual

    Andrews UK Limited ORIC-1 Basic Programming Manual

    1 in stock

    Book Synopsis

    1 in stock

    £9.49

  • 40 Best Machine Code Routines for the Commodore

    Andrews UK Limited 40 Best Machine Code Routines for the Commodore

    1 in stock

    Book Synopsis

    1 in stock

    £17.09

  • Cultures and Beyond: The Podcast Transcripts

    Evermore Press, LLC Cultures and Beyond: The Podcast Transcripts

    1 in stock

    Book Synopsis

    1 in stock

    £18.74

  • Fundamentals of Game Design

    Pearson Education (US) Fundamentals of Game Design

    10 in stock

    Book Synopsis

    10 in stock

    £46.79

  • Python Playground, 2nd Edition: Geeky Projects

    No Starch Press,US Python Playground, 2nd Edition: Geeky Projects

    2 in stock

    Book SynopsisPython is a powerful programming language that's easy to learn and fun to play with. But once you've gotten a handle on the basics, what's next? Python Playground, 2nd Edition is a collection of imaginative programming projects that will inspire readers to use Python for making art and music, simulating real-world phenomena, and interacting with hardware. This second edition is fully updated to be even more user friendly and features five brand-new projects, like transforming a Raspberry Pi Pico into a playable instrument, creating an IoT system to monitor your garden, and using machine learning to develop a speech-recognition system. Programming shouldn't be a chore, so have some geeky fun with Python Playground, 2nd Edition!Trade Review"Python Playground has excellent projects for the science-minded programmer, the programming-minded science enthusiast, and everyone in between."—Al Sweigart, author of Automate the Boring Stuff with PythonReviews of the first edition:"If you want to become adept at doing clever things with Python, I doubt you'll find a better group of projects or more useful help for understanding how the language works."—Network World "This is a book that belongs in every Python programmer's library."—Full Circle Magazine"Packed with interesting projects."—iProgrammer"Python Playground targets programmers who want to further improve their skills and knowledge of the language. The book does a good job of explaining all relevant details and makes sure that readers get a clear picture of what is going on."—InfoQ"As an intermediate coder and educator, I appreciate how this book pushes boundaries with Python, inviting those who enjoy a rigorous coding puzzle. It's a solid pick for developers and coders looking to level up."—Kelly Schuster-Paredes, co-host of The Teaching Python podcast

    2 in stock

    £32.24

  • How to Become a Video Game Artist

    Watson-Guptill Publications How to Become a Video Game Artist

    20 in stock

    Book SynopsisStarting with the basics of game creation and a look at the artistic skills necessary to get started, this title offers key roles for creators - from concept artists to character animators to marketing artists and beyond. It also features interviews with video game art professionals who've worked for top gaming companies.

    20 in stock

    £15.19

  • APress Game Development with Unreal Engine 5 Volume 1

    1 in stock

    Book SynopsisDive into the heart of game development with Unreal Engine 5 (UE5), the latest revolution in creating immersive and visually stunning game worlds.Crafted to encourage your imaginative and inventive skills, Volume 1 of this two-part guide stands as a crucial tool in your journey towards developing incredible video games with UE5 and serves as a transition into the programming dimensions of game creation with C++ featured in Volume 2. Blending artistic mastery with technical prowess, you'll journey from the basics of UE5's environment to creating expansive landscapes with procedural content generationand combining materials for lifelike terrains.Discover the power of Quixel Bridge and Megascans to bring realistic textures and models into your projects, and master Nanite for rendering complex scenes with cinematic fidelity. You'll also learn to create dynamic lighting and shadow effects with Lumen, enrich your game's atmosphere with sophisticated particle systems using Niagara. Then i

    1 in stock

    £46.74

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